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koth_coalplant (koth_ash redux)
31
#31
3 Frags +
kirbyLeftismIs it possible to have the Foundry Skybox + Lighting settings? The map looks quite miserable and dark looking at these screenshots. :(
Metalworks and Snakewater are the same, more so for Metalworks. I've never been a fan of "dark maps". This is one reason why I really like Process. It fits the TF2 theme so well.

Brighter is better.

This map is obviously detailed very well, and Scorpio deserves tons of props for that, but it would generally be more enjoyable to play if it didn't have this ashen color scheme/lighting.

It may be too late to change something like this without a massive amount of effort however, and if that is the case then I think we should stop bugging him about it and give actual feedback that will help him make the map better.

[quote=kirby][quote=Leftism]Is it possible to have the Foundry Skybox + Lighting settings? The map looks quite miserable and dark looking at these screenshots. :([/quote]

Metalworks and Snakewater are the same, more so for Metalworks. I've never been a fan of "dark maps". This is one reason why I really like Process. It fits the TF2 theme so well.[/quote]
Brighter is better.

This map is obviously detailed very well, and Scorpio deserves tons of props for that, but it would generally be more enjoyable to play if it didn't have this ashen color scheme/lighting.

It may be too late to change something like this without a massive amount of effort however, and if that is the case then I think we should stop bugging him about it and give actual feedback that will help him make the map better.
32
#32
1 Frags +

You mean changing the map lighting?

Changing that is one of the simpler jobs in Hammer.

- Map > Map properties to change the skybox
- Then it's basically changing the settings to the shadow_control, fog.controller, light_env, sun_env(? - Assuming your map actually has a sun), tonemap_cntrl and maybe logic_auto if you have settings in there.

Really, playing with the lighting isn't one of the biggest ballaches to change in Hammer. :P

You mean changing the map lighting?

Changing that is one of the simpler jobs in Hammer.

- Map > Map properties to change the skybox
- Then it's basically changing the settings to the shadow_control, fog.controller, light_env, sun_env(? - Assuming your map actually has a sun), tonemap_cntrl and maybe logic_auto if you have settings in there.

Really, playing with the lighting isn't one of the biggest ballaches to change in Hammer. :P
33
#33
cp_process, cp_metalworks
3 Frags +

I went ahead and fixed the clipping error in b2, b2a is the fixed version of the map that will probably be used after coalplant week. Sorry for screwing the pooch on the clipping, was one very small brush that I forgot to expand after a week of changes and iterations.

https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b2a.bsp

I haven't made any adjustments to capture time in this version, as I don't want teams to have to readjust to the map mid season, but I have a bunch of changes planned for b3 which should come out after the season is over.

I went ahead and fixed the clipping error in b2, b2a is the fixed version of the map that will probably be used after coalplant week. Sorry for screwing the pooch on the clipping, was one very small brush that I forgot to expand after a week of changes and iterations.

https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b2a.bsp

I haven't made any adjustments to capture time in this version, as I don't want teams to have to readjust to the map mid season, but I have a bunch of changes planned for b3 which should come out after the season is over.
34
#34
0 Frags +
Scorpiouprisingbut I have a bunch of changes planned for b3 which should come out after the season is over.

that tease!

[quote=Scorpiouprising]but I have a bunch of changes planned for b3 which should come out after the season is over.[/quote]

that tease!
35
#35
cp_process, cp_metalworks
4 Frags +

Okay, this is the latest version of the map for next season (hopefully).

https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5.bsp

Images:
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_1.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_2.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_3.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_4.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_5.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_6.jpg

Changes:

* Cap time on the point changed to follow Viaduct. Should cap significantly faster.
* Added some wooden fences to the point. These small fences should cover sniper sightlines, while also adding some room for safe caps.
* Added some crates near the stairs on the right side near choke. Allow players to dodge around fence and get past some spam sightlines.
* Multiple visual changes around the map, some additional optimization, and some signs to lead to middle.

Okay, this is the latest version of the map for next season (hopefully).

https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5.bsp

Images:
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_1.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_2.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_3.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_4.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_5.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_6.jpg

Changes:

* Cap time on the point changed to follow Viaduct. Should cap significantly faster.
* Added some wooden fences to the point. These small fences should cover sniper sightlines, while also adding some room for safe caps.
* Added some crates near the stairs on the right side near choke. Allow players to dodge around fence and get past some spam sightlines.
* Multiple visual changes around the map, some additional optimization, and some signs to lead to middle.
36
#36
3 Frags +

http://www.mediafire.com/download/6s76w3os54z7zn3/koth_coalplant_b5.rar

Mediafire mirror

Also something i'd like to see maybe changed is a little piece of clipping so that you don't get stuck on the edge of the stairs. Happened a couple times in scrims and was fairly annoying.

http://puu.sh/5yhFn.jpg

These stairs were not bulletblocked?

http://puu.sh/5yhT0.jpg

http://www.mediafire.com/download/6s76w3os54z7zn3/koth_coalplant_b5.rar

Mediafire mirror

Also something i'd like to see maybe changed is a little piece of clipping so that you don't get stuck on the edge of the stairs. Happened a couple times in scrims and was fairly annoying.

[img]http://puu.sh/5yhFn.jpg[/img]

These stairs were not bulletblocked?

[img]http://puu.sh/5yhT0.jpg[/img]
37
#37
cp_process, cp_metalworks
4 Frags +

Welcome to the world of steadily advancing beta numbers. B6 fixes both of the issues mentioned above.

https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b6.bsp

Welcome to the world of steadily advancing beta numbers. B6 fixes both of the issues mentioned above.

https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b6.bsp
38
#38
0 Frags +

Another mirror incase his dropbox gets overloaded.
http://www.mediafire.com/download/fhd0xdl2t43s9us/koth_coalplant_b6.rar

Also have you considered adding the little glass sections that allow you to see under the point back? I always thought those were really nice but they probably do look a tad bit out of place.

Another mirror incase his dropbox gets overloaded.
http://www.mediafire.com/download/fhd0xdl2t43s9us/koth_coalplant_b6.rar



Also have you considered adding the little glass sections that allow you to see under the point back? I always thought those were really nice but they probably do look a tad bit out of place.
39
#39
cp_process, cp_metalworks
0 Frags +
BenroadsAnother mirror incase his dropbox gets overloaded.
http://www.mediafire.com/download/fhd0xdl2t43s9us/koth_coalplant_b6.rar

Also have you considered adding the little glass sections that allow you to see under the point back? I always thought those were really nice but they probably do look a tad bit out of place.

Thought about it. Its a combination of them looking out of place, as well as the fact that they would screw with optimization a bit. As it stands, the underneath area is pretty tucked away so it doesn't render unless you have a direct line of sight to the doors, but if you put the glass in, pretty much everything under there renders at all times.

[quote=Benroads]Another mirror incase his dropbox gets overloaded.
http://www.mediafire.com/download/fhd0xdl2t43s9us/koth_coalplant_b6.rar



Also have you considered adding the little glass sections that allow you to see under the point back? I always thought those were really nice but they probably do look a tad bit out of place.[/quote]

Thought about it. Its a combination of them looking out of place, as well as the fact that they would screw with optimization a bit. As it stands, the underneath area is pretty tucked away so it doesn't render unless you have a direct line of sight to the doors, but if you put the glass in, pretty much everything under there renders at all times.
40
#40
0 Frags +

Hint brushes and areaportalwindows fix everything!

Hint brushes and areaportalwindows fix everything!
41
#41
-2 Frags +

did you fix the glitch where you could get onto the roof on blu side? and i think also above mid one of the roofs you can jump on

did you fix the glitch where you could get onto the roof on blu side? and i think also above mid one of the roofs you can jump on
42
#42
cp_process, cp_metalworks
4 Frags +

B7 is out. This was mostly a response to some criticism regarding frame-rates on the map from both UGC and ETF2L. I did my best to try and optimize it as much as possible. For this version I removed some unessential props and detail work, put some additional hint brushes in, and put fade distances on some of the props. The layout for ash/coal is still not that great optimization wise, and there isn't much I can do, barring a complete redesign that fundamentally changes how the map plays (and seeing as how I'm pretty comfortable with how it plays, I don't think the redesign is worth it).

https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b7.bsp

B7 is out. This was mostly a response to some criticism regarding frame-rates on the map from both UGC and ETF2L. I did my best to try and optimize it as much as possible. For this version I removed some unessential props and detail work, put some additional hint brushes in, and put fade distances on some of the props. The layout for ash/coal is still not that great optimization wise, and there isn't much I can do, barring a complete redesign that fundamentally changes how the map plays (and seeing as how I'm pretty comfortable with how it plays, I don't think the redesign is worth it).

https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b7.bsp
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